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 New White Dwarf and additional tidbits

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Bad-baden-baden
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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 20:36

@The Shredder wrote:
@Mppqlmd wrote:
Btw, since you asked (how I pictured my army in this edition) :

2 Kabals of the Flayed Skull (2 raiders full of Kab-goodness each) + 1 Cult of Strife (Hellions and wyches).

Deep strike 4 kabal raiders onto the enemy's face turn 1. Deepstrike behind them, to force them to move towards me if they want to create distance. Act as a MASSIVE disruption force. Some Kabs will die for sure, but their damage will be quite huge.

Wyches then function as back-up pressure. If they are left alone (because target priority is on the Rapid-fire Kabals), then the Hellions will try to pull-off a splendid charge, deal a ginormous amount of attacks (4 per models), then spend 3 CP to reengage, and spread murder.

Basically a hammer (Cult) and Anvil (DSing kabal), but it's a variant : it's called the Hammer and Hammer.

Of course, the whole thing peppered with planes, ravagers (though a bit less than previously) and scourges. Because duh, we're Dark Eldar.

I think you should patent the 'Hammer and Hammer' tactic. Very Happy

Might some Mandrakes be worth considering to join in the deep striking fun?

Correct me if I'm wrong, but there could be a slight problem with this strategy - while you can deepstrike all these raiders, you do need to have half your army on the board. Assuming that each raider has 1 squad of 10, that's already 8 drops. Doing it with 2 5-man squads ups the number of drops to 12. would you be able to also have enough wych cult drops on the board?
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Mppqlmd
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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 20:37

Quote :

Might some Mandrakes be worth considering to join in the deep striking fun?

Yup. Especially if I can't muster enough CPs to send that many Raiders into the Webway...

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The Shredder
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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 20:39

@Bad-baden-baden wrote:

Correct me if I'm wrong, but there could be a slight problem with this strategy - while you can deepstrike all these raiders, you do need to have half your army on the board. Assuming that each raider has 1 squad of 10, that's already 8 drops. Doing it with 2 5-man squads ups the number of drops to 12. would you be able to also have enough wych cult drops on the board?

I thought a transport with one or more squads inside only ever counted as one drop?

Or am I misremembering?
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Mppqlmd
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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 20:40

@Bad-baden-baden wrote:

Correct me if I'm wrong, but there could be a slight problem with this strategy - while you can deepstrike all these raiders, you do need to have half your army on the board. Assuming that each raider has 1 squad of 10, that's already 8 drops. Doing it with 2 5-man squads ups the number of drops to 12. would you be able to also have enough wych cult drops on the board?

If that's a problem, i'll spam mono-units of birds to count as "drops".

Nothing is going to stop me, you hear me !

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FrankyMcShanky
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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 20:40

@Bad-baden-baden wrote:


Correct me if I'm wrong, but there could be a slight problem with this strategy - while you can deepstrike all these raiders, you do need to have half your army on the board. Assuming that each raider has 1 squad of 10, that's already 8 drops. Doing it with 2 5-man squads ups the number of drops to 12. would you be able to also have enough wych cult drops on the board?

Khymerae solve that problem rather cheaply tbh
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FrankyMcShanky
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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 20:41

@The Shredder wrote:
@Bad-baden-baden wrote:

Correct me if I'm wrong, but there could be a slight problem with this strategy - while you can deepstrike all these raiders, you do need to have half your army on the board. Assuming that each raider has 1 squad of 10, that's already 8 drops. Doing it with 2 5-man squads ups the number of drops to 12. would you be able to also have enough wych cult drops on the board?

I thought a transport with one or more squads inside only ever counted as one drop?

Or am I misremembering?

It counts as one drop. But drops are separate from the requirement that only half your army can deepstrike.
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Red Corsair
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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 20:41

@ shredder Your fighting smoke then. The core rules force all transports to work this way. If you expected us to get special treatment just for our transports in this book. Then yeah I can see why your disappointed but I honestly don't feel that bad. Maybe 9th will make the transport rules function in a more palatable way to you. I've played rhino rush in 3rd, it sucked. I think the games transport rules function better then that, while not perfect.
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Bad-baden-baden
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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 20:44

@Mppqlmd wrote:
@Bad-baden-baden wrote:

Correct me if I'm wrong, but there could be a slight problem with this strategy - while you can deepstrike all these raiders, you do need to have half your army on the board. Assuming that each raider has 1 squad of 10, that's already 8 drops. Doing it with 2 5-man squads ups the number of drops to 12. would you be able to also have enough wych cult drops on the board?

If that's a problem, i'll spam mono-units of birds to count as "drops".

Nothing is going to stop me, you hear me !

Then you have the problem of being limited by the amount of birds you can take per patrol detachment Razz

Games workshop is definitely making the transport drop a little bit harder than we first thought!
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The Shredder
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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 20:46

@Red Corsair wrote:
The core rules force all transports to work this way. If you expected us to get special treatment just for our transports in this book. Then yeah I can see why your disappointed but I honestly don't feel that bad.

Well, yeah. Because that's how our transports have always worked. It's supposed to be the upside to them being incredibly fragile.

You're right, though, in that it's probably not going to happen until next edition at the very earliest.


Last edited by The Shredder on Thu Mar 29 2018, 20:47; edited 1 time in total
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Mppqlmd
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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 20:46

Honestly, counting Succubus, Ravagers, Planes, Hellions, Wyches and Raiders... + maybe even birds, i think i'll manage.

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Bad-baden-baden
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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 20:52

@Mppqlmd wrote:
Honestly, counting Succubus, Ravagers, Planes, Hellions, Wyches and Raiders... + maybe even birds, i think i'll manage.

Sounds good! I have a very similar plan, but I'm going a bit more of a traditional anvil of some pain engines and wracks - realized I couldn't bring along my court of the archon since each of those jerks count as 1 drop!
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Mppqlmd
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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 20:56

@Bad-baden-baden wrote:

Sounds good! I have a very similar plan, but I'm going a bit more of a traditional anvil of some pain engines and wracks - realized I couldn't bring along my court of the archon since each of those jerks count as 1 drop!

We had no info about them yet, though. I wouldn't be surprize to see them change.

I don't have enough Coven models, but their rules are pretty cool, so I guess you'll have fun with them Wink

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Archon_91
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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 21:00

I wonder ... Is tomorrow's preview going to be vehicles, weapons, or HQ and mercs?
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Mppqlmd
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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 21:20

The hype is real.

I worked until 8pm today... and I had forgotten my phone. I was so excited when i got home and read the previews Very Happy

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Hen Tai, the tentacle guy
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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 21:30

My neighbors are scared of me now. I’ve been evil laughing loudly since the first preview. I have a cold as well, so I sound like count grievous on laughing gas.

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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 21:36

@Hen Tai, the tentacle guy wrote:
My neighbors are scared of me now. I’ve been evil laughing loudly since the first preview. I have a cold as well, so I sound like count grievous on laughing gas.

So uncivilized.

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Silverglade
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PostSubject: Re: New White Dwarf and additional tidbits   Fri Mar 30 2018, 04:32

oh you silly people. Turn my back for a few hours and look what a mess you've made of my lovely little thread.

Off with the lot of you! Go play with your little toy men and be nice to one another.

Razz
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|Meavar
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PostSubject: Re: New White Dwarf and additional tidbits   Fri Mar 30 2018, 08:28

Yes the vehicles behave vastly different than previous editions.
Before we needed them to make charges, now we just need them to protect bodies. When a wych has an average treat range of 21inch (8 move +d6 advance +2d6 charge rerollable + 1 inch close combat) and can ad 3 more because of a vehicle and 2 more with drugs (a 26 inch charge means first turn chareges for wyches is a thing) I say we don't really need vehicles to get us where we want. We need them to protect our fragile wych bodies from shooting if we do not have the first turn. Ad in units like reavers with 34 inch treat and fly to get behind those screens. I feel wych cult has gained a lot of the buffs it needed. And raiders have their place, but you can also play it with barely any raiders, yes this is true.
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